CORRECTION: Apparently in all of this I somehow spaced on the fact that we are applying multiple status procs for Galvanized Aptitude. To clarify - Galvanized Aptitude caps at 2 stacks (80%) PER unique status effect. Our calculations would obviously be conditional, but it is an additive 80% for each status currently inflicted on the target into Phase 1, so + 80% for heat, +80 for viral, etc.
@@jphininzy9058 yes, in the same manner. So it's not NECISSARILY an instant 120 per status, it's based on a maximum 120 per status after at least 3 stacks of the status are applied, though for all intents and purposes since it is applied sequentially, it can often seem as though its instantaneous with a high multishot weapon
Question, how do i know if an Arcane gives flat stats? I have a secondary arcane that while overshields are active it gives +50% crit chance, is that flat crit chance or not?
THANK YOU! Even vets get all this confused. All the misinformation and confusion makes learning let alone understanding it all down right painful. Vids like this is what we need in the community
Love this. I’ve been going through steel path using other people’s builds and never quite had a comfortable amount of damage to satisfy me. This actually explains what’s flawed about them and how I can fix it myself or make a better build. “Give a man a fish and you feed him for a day. Teach him how to fish and you feed him for a lifetime.” Quote feels appropriate here
Galvanized Aptitude maxes out at +80% damage per unique status effect. So for 2 instances of viral, it will do +80% damage. But if the enemy has 2 instances of viral and heat, it does +160%.
This was still a bit confusing, but the best damage vid ive seen yet. Knowing the different damage types in the phases is what is difficult for new players to grasp, but you do well to explain how they interact.
The Algorithm gave me this Vid . Flat out the best, most concise and easy to digest explanation of how to mod for dmg I have seen so far . Naturally, +1 sub .
As a noob with about 2 months in, this is what I have been needing. I couldn't understand why I wasn't doing enough damage. It took so long to whittle away level 30+ enemies. Now I'm going to watch and take notes and hope to apply what I've learned
Excellent breakdown! Anyone understanding this has a big advantage in the game, HUGE THANKS! im quite new to the game but "to be forewarned is to be forearmed" , so im looking forward to get those fancy mods, someday. ( subscribed for sure )
This actually helped me out so much I've always hated just copy pasting builds and wanted to experiment but didn't know where to start . This vid is like a tutorial we all never had lmao . Plz plz do the same for other mechanics of the game if i can't understand it , Imma just watch you do it
Sometimes is needed, both for QoL ( not stacking galv mods and having great dmg right at the start of a mission ) , or in case of hard focus on DoT , such as slash for example, which are calculated upon your base dmg.
I'm a returning player to warframe after a few years and I never understood the modding to this level. This is an awesome video and easy to understand so thank you bro, great work! 👌
Damn I keep forgetting adding elemental damage doesn't multiply the modded base damage but is calc'd from it and added onto it instead. Great video! You didn't go into quantization, but tbf you don't need to since in the end the results are pretty similar
This vid is amazing, i never approached modding cuz of the scary math and instead just used other people's builds, i probs still will, but now i can understand the builds as well - maybe even modify them a bit, to my taste. Im def subscribing
🫡 Best explanation I’ve watched. Concise and to the point. Organized and explained, step-by-step. Well done, and thank you for the effort you put into this. Liked and subscribed.
Maybe I'm disclecsic, but words go over my head. Hard to visualize since you go so fast and use terms that are hard to swollow at such a fast pace. But I'm a genius, so I figured out DAMAGE, MULTISHOT, ELEMENT COMBO, CRIT COMBO, ARCANE BOOSTERS. As if I'm gonna waste a slot with "move 5% faster when aiming" lmao
I really like your explanation, but the way Galvanized Aptitude works is a bit different I think. It does get added to base damage, but it actually accounts for each multishot per trigger fire. It aligns with how you explained multishot. In one trigger fire where you have 3 multishot and 100% status on a fresh enemy, the first multishot will apply a status effect but gets a 0% dmg bonus. The second multishot will gain 40% dmg bonus and proc another status. The third multishot will then benefit from an 80% dmg bonus in its calculation, and proc a third status that could be the same or different from the previous statuses depending on your element/IPS distribution. And then you get to the second trigger fire lol and keep doing the calculations for each new status from multishots and the previous trigger
@TheCreatorOfShadows additive in their respective phase. Blood Rush would add its percentage to the same place in the process as sacrificial steel for example. Weeping wounds would be in that same phase, adding its status chance to the status increase from basic status mods or say the new galvanized mod that adds status on melee kill.
So in other words don't try and blindly follow random builds you see on say overframe or anywhere else. Well okay you can still follow them like I sometimes use leyzargamingviews for weapon builds but it's also better to change things around for your (the player) style. Could you possibly do this same thing for frames as well? If you haven't already that is and maybe also go over forma and polarities. I'm a returning player and I found out I had like 180 forma blueprints so after building them all I decided to try and get everything actually built up now. My only problem especially with frames is you have like 10 different people using 10 different builds and all using different polarities. So what exactly is the best one? My other big problem I guess I should add is I tend to play as almost every frame I don't necessarily have a single main, although if I had to pick one or two it'll probably be Equinox Prime and Inaros Prime. Maybe Revenant as well. Sorry for this going on longer than it should but if it helps I'm at MR18 so close to 19 and I have some primed mods and I think most of the "cursed" mods and 60/60 mods I think so that's something. As for Rivens I have none at all as I keep getting unlucky with them, and I don't wanna play the market for them as they are like 2k platinum and most traders are scammers.
ty for you incredible video explane a lot to me and that’s my english is not very good but i get it all not in spanish the explane all so good 😅and so easy ty for real keep up with your videos i just sub to you i going to support your channel 😅
The problem I have with Galvenized Aptitude is that I can never 'get it going' reliably. Getting that first kill for the damage buff is painful, especially if it's an exemus
Frame damage buffers should have been a side note at the end. This was mainly for weapons. Arcanes and Tenacious Bond are constant enough to include. You kinda breezed over the faction mod and what affect it has though. Otherwise good stuff. I dont know if you got another video elsewhere explaining the benefit of having 200-300%+ status chance. But would have been nice if you spelled that out in this one to.
Hi! I'm still questioning about where elementalist mods would go, is it additive? Or is it multiplicative to the statuses? And which phase would that be?
elementalist are in the same phase as faction damage mods such as Banes, but unlike Banes they ONLY multiply the damage of the status damage itself. For example if you have heat damage on your weapon, a bane mod will multiply the heat and base damage on impact to make the status larger, then when the status ticks it will multiply that (thus double dipping). The elementalist mods will only multiply the damage done by the ticks of damage themselves AFTER they have been inflicted BUT they will apply their multiplication AFTER any bane mods. I know that's confusing, but technically it puts them in their own phase after everything, just only applicable to status procs. The short story here is if you have to choose between a faction mod such as a bane OR an elementalist, the bane will be more damage, but if you have room, the bane AND the elementalist mod will multiply the damage significantly.
Wouldn't in this case be more worth it to drop the critical decel since it takes fire rate and gives puny crit compared to avenger and add back vital sense? You are losing a lot of crit damage for a little more crit chance.
So I have a question, u did the math with like status effects and what not when u had two different affects (viral/heat) why would those go together in damage, wouldn’t it be more like when applying heat it does such and such damage but when applying viral it does this damage? Idk maybe I understood it wrong but it seemed off to me
@darksharkgames264 not sure I'm understanding the question correctly but I'll try to explain and see if that helps. If I put a 60/60 toxin and a 60/60 cold, they combine as 120% viral damage. If I add a 60/60 heat mod afterwards it adds 60% heat damage. So if after phase 1 my base damage is at say 100, then in phase 2 with the mods listed I would add 120 viral damage and 60 heat damage to the total damage output of the weapon for 280 (100+120+60).
@@hardmerchandise yes but wouldn’t that damage only count when these affects are proced like if u have +120% viral wouldn’t that extra damage only be in affect when u proc viral
@darksharkgames264 ok I understand. It's the opposite. Any element on your weapon does initial damage, that's what is calculated here and why it is grouped in where it is. IF it procs a status effect, then the status effect has its own damage formula for how much damage it does over time (if it is a status like heat or toxin that does damage over time). So in our example, the initial hit would do that 280 damage, and if both viral and heat were to proc, the viral doesn't do damage itself, but the heat proc would have its own calculation for damage (amplified by the viral proc) and that's the numbers you would see as the damage tick every second. Summarized, every element that has a damaging status will do "initial damage" when the round hits, and then "damage over time" calculated based on that. More on this is in the elements modding video in this series Playlist if you're interested. Hope that helps!
Thats exactly the problem, if u buildwithout understanding what ure building ure never gonna learn. I understood modding in a much more organic way that this mathematical way, but my braton build is pretty similar to his build. The way i went abt it was by trial and error, see which configs killed more, see which mods affected my ttk in actual missions and how theyd scale compared to others in longer Steelpath endurance runs to kind of understand what did mods actually do, how huge crits multipliers are not rly what matters in builds and such. Its fun, experiment with your builds and see what works out :)
@@emiliochavez2135exactly, not everyone can understand this stuff. so just try to experiment on your own and test stuff out within your simulacrum! you will learn in your own way visually!
@KL-us1ed I'll try to keep it simple. Use 1 damage mod. Faction mods means you have to constantly swap so I rather stick to serration. Build multishot. The normal variant will do until you get the galvanized version, really good. I always build it. To crit or not to crit is the question. Do you want crit (crit chance 22% or higher?) then build crit chance and critical damage. With crit we are at 4 mods. I would add viral (toxin+cold) and the galvanized status. Viral will make your hits bigger when you hit their hp and the galvanized status mod will help us scale a bit. With 7 mods you have 1 flex pick left. Need crit damage and status? Hammer shot. Need slash but you got no slash? Hunter munitions Shotguns can use blaze, also nice. Galvanized crit chance on headshot could be nice if you are precisely aiming a lot. Last slot gives a lot of options, just don't use more only damage mods, it is just not worth it. For arcanes just use primary merciless and you are fine. Most weapons that don't crit are kinda meh, exceptions are felarx laetum which you want negative crit on. If you don't use the 2 crit mods I usually go with heat. Secondaries like cascadia flare for arcane and shotguns have blaze.
If all else fails, buy the Simaris offering that gives you access to Simulacrum, and experiment around . Like - weapon w/out any mod : - now weapon with lets say Serration : - then weapon with Serration and [whatever you want to try/findout] etcetcetc on the same NPC spawn .
i get the math part just understanding the element and crit is my problem. i play ivara prime and i have a good courufell build but i cant consistently do red crits like i want to
@mikoto.souh1872 Blood Rush, Gladiator Might, and Sacrificial Steel will make pretty much any melee with over 25% base crit red crit at 12x combo. 220% from Sac Steel (440% on heavy attacks), 480% from Blood Rush, 120% from Gladiator set bonus. To consistently red crit you want to look at options like Arcane Avenger that can bolster that final crit chance even more. Elemental mod multipliers and a base damage ability will round out the phase 1 and phase 2 to make those crits actually do decent damage. I don't remember too much about the Corufell's base stats off hand but that general framework in context of this video is what I'm getting at. Give some phase 1 base damage from somewhere, some elemental multipliers in phase 2, some crit boosting in phase 2, some CD in phase 3, and then find something to go into 4 to amplify all of that. In this case Avenger adding that extra 45% flat crit bonus
@mikoto.souh1872 well with 480+220+110 you come up to 810%, so that multiplied by 26% base from corufel is 210.6 plus the 26 for 236.6% crit chance on light attacks, a 36.6% chance to red crit and everything else is orange. Avenger would add a flat 45% to that for 81.6% chance to red crit, so significantly more red crits. In theory if you had the space, another gladiator mod somewhere would add another 110% bonus, so another 26% final crit and push you into permanent red crits at 12x combo
@AntonioBlue-SW depends on what you call "viable" really. I don't want to say "no" because you could have weapons that force proc things or build for crit and status and apply the element via something like Nourish or Toxic Lash, but the raw damage output from the multiplicative elements helps scale your weapon damage to be able to down higher level enemies. So even if you aren't building for status, generally speaking you want elements on the weapon to increase the raw damage output, especially since you can use those elements to target the weakness of your enemies such as corrosive damage on grineer. So while there are exceptions to every rule, generally I would say no, you want elemental mods on there at least, even if you're at a 0% status chance.
Just one question as a returning player.. where do you place the elementalist mods ? Is it phase 2 or 4 ? Or even 1 ?? And is it additive to galvanized aptitude ?
@yoann.d3375 elementalist mods so far have been show to function as phase 4 multipliers on the status damage, as in heat procs or blast procs/explosion but NOT the initial damage hit. So your initial shot does fire damage and faction mods multiply that, then it leaves a heat status and the heat status damage is multiplied first by the faction mod and then THAT result is multiplied by the elementalist mod. So I guess they're something like a phase 4.5 only applicable to status procs. Galvanized Aptitude is phase 2 for the status chance, phase 1 for the damage bonus it gives. It is additive to things like serration and primary merciless, all three add to the same category of damage.
Do you know of any community made spreadsheets that go over a lot of this stuff or just have general information about modding/builld crafting/weapons etc.?
@luckymec I do not unfortunately. There seems to generally be a lack of information regarding certain things within the game, especially in a document format. I've been trying to find stuff on specifics about armor and resistance scaling by level across enemy types but haven't had any luck on things like a spreadsheet.
@dadshirt6681 xata's is completely different than Roar or Eclipse. Xata's creates a separate instance of void damage somewhat similar to Saryn's Toxic Lash. Roar buffs different abilities than Eclipse so that may make a decision for you on its own, and otherwise post eclipse Helminth nerf a "general" rule of thumb is that Roar will almost always be better damage output except on Mirage herself, but that doesn't necessarily mean it does what you want in your build. I know that's a lot of non-specific information, but like many things there are multiple factors involving what you choose as a helminth, and this video is about how to decide and see the actual damage output differences based on the numbers, it doesn't factor in what may or may not be right for your specific build because I have no way to know what you're going for on your build. Video is to show you how YOU can make those decisions. Hope it helps!
@juanfreddy265 that will depend on personal preference and what the minus effect is. Critical Delay for example that gives -20% fire rate, on something like the Glaxion where you need fire rate? You would need to add something that compensates like Shred, effectively needing 2 mod slots for 200% crit, or decide to use a different crit mod for less crit but no negative so you can fit more mods that do other things. No matter what there will be some decision making specific to the build that YOU ultimately want on your weapon.
Can you explain galvanized aptitude cause i dont get the wording, like is it : 1. If the weapon deal 2 unique status effect it get 80% damage overall - like a base damage mod like serration 2. Each unique status effect deals 80% more damage (then is it additive to elementalist mods?) 3. ??
@yoann.d3375 40 percent additional damage per stack per status, with a maximum of 2 per status. So if you have 2 stacks each of viral, heat, and slash on a target and one stack of puncture, galvanized Aptitude will proc 80% three times and 40% one time for a total 280% bonus. Elementalist mods affect specifically status damage, so they act as a final multiplier on things like heat and toxin status.
@yoann.d3375 it really depends on their status chance. If your weapon only has say 5% base status, it's going to be hard to get the status high enough to continually proc those various elements to add to the base damage, especially in the first few shots against the first target. Times like that are where things like serration come into play to get that initial boost to proc Primary Merciless or deadhead etc
@@HELMBREAKER47 those are just for multiple loadouts. You could set one to be a loadout for fighting grineer with corrosive, one for fighting corpus with toxin and magnetic, that sort of thing. Each configuration is considered a blank slate
It's a very limited list. Basically faction damage mods and roar multiply the total damage of your weapon, xata's whisper duplicates the total damage of your weapon (but uniquely then gets faction damage applied again), that kind of thing are the final multipliers, then things like puncture procs, Arcane Avenger, Wrathful Advance, and Tenacious Bond add flat amounts to the process. There's probably one or two I'm forgetting, but those are the most common ones for sure. Phase four is just the final touches of the process and thats where everything that ISN'T going to additively stacked and then multiplied goes. They're the mods or effects that do the last step of the damage equation. Hope that helps!
@shamiekgivens375 for the same reason the straight damage versions of that mod aren't. Vigilant Armaments is additive to Galvanized multishot mods, so it gives you a small boost to a chance for another round, but ultimately the overall DPS of the weapon is generally boosted further by using a mod that's multiplicative of the damage you already have. Multishot is a standard and arguably the most important stat on rivens and to have in general, but mod space is scarce, and you have to decide what will suit your particular build more in that mod slot. I have a few builds I use it on, typically shotguns where the percentage bonus gets more pellets in.
@yellowjacket5143 for weapons? Yes. My choice in Rhino in this video was literally just the first frame I thought of that didn't have any passive that would affect anything
@ParisTheFirst you are correct. At 10:43 the multiplier should be a total x3.61 rather than x3.39. The process and conclusion remains the same, but you're right for some reason I have the wrong number in there. Thanks for catching that. Now to figure out where I got 1.33 from, that's not even a step on the primed OR regular version 🤔
@JustOutHereTinkering because it's +200% status with a base of 26. 200% is indeed 52, but then that adds on to the original 26. 26 + (26 x 2) = 78 As there are no conditionals involved, this can also be seen in the paper stats around 8:26 Hope that clarifies!
@@hardmerchandise yep that's where my math went awry!!! Thanks for clarifying. I do feel like my modding needs help so thanks for giving me a good direction to go in!
@@JustOutHereTinkering hey thanks for watching! I honestly thought this video was so niche it was going to get like 100 views, I'm just happy it's helping people learn what they wanted to learn! Happy hunting!
One thing I have to ask, why does your Barton Prime say it has 77 damage on it unloaded but mine is 35? I was going to follow along and mod it this way as best I could to see the math but I’m already seeing less damage and I haven’t touched it xD
@ACertainSage does yours have the incarnon Genesis adaptor on it? As I mentioned mine is installed but unfinished. Unfortunately I'm new to this whole content creation thing and I'm a poor broke Tenno and didn't want to invest a bunch of Forma in a weapon I was never going to use, so I chose the most simplistic one that I had that I still needed to work on to drop a few Forma in 😅
@rubencondemagar correct. So Vulkax/Vulklok (or however those are spelled) with a critical delay on it for any sentinel puts it at over 50% crit, or Bite at the appropriate level (for example rank 4 on a Panzer Vulpaphyla) will put its crit over 50 and trigger the buff. Just have to make sure the sentinel weapon for sentinels/hounds/moa or the actual pet for vulpaphyla/kavat/predasite/charger/kubrow is over 50. Not all companions and weapons are able to reach it but most are.
"how doees your Braton Prime have 77 base damage? mine only has 35!" answer: his Braton Prime is the Incarnon form of the weapon. so don't panic, he just doesn't mention it explicitly.
@darkhalocraft4515 Millions of damage from a weapon comes from leaning into what the weapon is already stacked in, using multiplicative mods to increase that damage, and most often combining it with frame abilities, pet abilities, and enemy weaknesses. This video addresses the modding, but overall there are a LOT of calculations in the damage you see floating on screen. A weapon with say 50% crit needs a +300% crit bonus to be at permanent red crits, which then multiply your damage by your crit damage multiplier significantly more times. It then becomes a balancing act of boosting the damage that gets multiplied and boosting the amount of times it gets multiplied. To answer the second question - most often you will see far more damage by using phase 2 multipliers such as elemental bonuses. Doesn't mean a weapon is necessarily "trash" as frame abilities, incarnon bonuses etc all still exist, but it won't achieve the same raw power on its own
I really like your explanation, but the way Galvanized Aptitude works is a bit different I think. It does get added to base damage, but it actually accounts for each multishot per trigger fire. It aligns with how you explained multishot. In one trigger fire where you have 3 multishot and 100% status on a fresh enemy, the first multishot will apply a status effect but gets a 0% dmg bonus. The second multishot will gain 40% dmg bonus and proc another status. The third multishot will then benefit from an 80% dmg bonus in its calculation, and proc a third status that could be the same or different from the previous statuses depending on your element/IPS distribution. And then you get to the second trigger fire lol and keep doing the calculations for each new status from multishots and the previous trigger
@villain027 you're correct on how it functions, I'm just not sure where you believe I said anything to the contrary? Multishot applies sequentially in the case of Aptitude, but we did not do any math involving multishot, just touched on the basis of how it functions. The base damage would also only change depending on WHAT status was applied each shot. For example with a multishot of 3, if we applied 3 different status effects with each round, after 2 or 3 trigger pulls our damage is Capped at +400% from Aptitude (2 stacks, 5 status types, 80x5). All damage calculated was based on full stacks as was stated. I did make the error of not applying Aptitude fully in the math, and that is noted in the pinned comment. Hope that clarifies!
CORRECTION: Apparently in all of this I somehow spaced on the fact that we are applying multiple status procs for Galvanized Aptitude. To clarify - Galvanized Aptitude caps at 2 stacks (80%) PER unique status effect. Our calculations would obviously be conditional, but it is an additive 80% for each status currently inflicted on the target into Phase 1, so + 80% for heat, +80 for viral, etc.
Came to the comment section to point this out. Aside from this, a really well done video.
@@hardmerchandise So does that mean galvanized shot does +120% per status since it stacks up to 3x?
@@jphininzy9058 yes, in the same manner. So it's not NECISSARILY an instant 120 per status, it's based on a maximum 120 per status after at least 3 stacks of the status are applied, though for all intents and purposes since it is applied sequentially, it can often seem as though its instantaneous with a high multishot weapon
Question, how do i know if an Arcane gives flat stats? I have a secondary arcane that while overshields are active it gives +50% crit chance, is that flat crit chance or not?
@ventus3610 there are only a few. Arcane Avenger, Cat's Eye, Puncture Status, Shadow Haze, Covenant, and Wrathful Advance.
Took me 150hours in this game to grasp some basic modding and here you turned my brain upside down :D
@@tonyoffinland gotta take what he gives you and add it into your own equations !
Bro I've got over 4k hours and I'm still learning lol
As a Veteran this is very well explain. No fanfare and straight to the point
appreciate it! I know it's kind of a niche area that many won't care about but I hope it helps those who do
THANK YOU! Even vets get all this confused. All the misinformation and confusion makes learning let alone understanding it all down right painful.
Vids like this is what we need in the community
Appreciate it! Now if only I was better at getting it out to the community 😅
Love this. I’ve been going through steel path using other people’s builds and never quite had a comfortable amount of damage to satisfy me. This actually explains what’s flawed about them and how I can fix it myself or make a better build.
“Give a man a fish and you feed him for a day. Teach him how to fish and you feed him for a lifetime.” Quote feels appropriate here
Galvanized Aptitude maxes out at +80% damage per unique status effect. So for 2 instances of viral, it will do +80% damage. But if the enemy has 2 instances of viral and heat, it does +160%.
@@OsirusIrdia correct, I apparently did not accurately apply that. Thanks for catching that!
@@hardmerchandise Pin that comment sir.
@@SNPRGhillie lol that correction has already been pinned 😉
Honestly I wasn't expecting much coming to this video, but you did an amazing job man, sending every new clueless player here whenever I see one xd
Thanks! Hope it helps!
This is the greatest explanation of damage I’ve ever seen in warframe well done mate
This was still a bit confusing, but the best damage vid ive seen yet. Knowing the different damage types in the phases is what is difficult for new players to grasp, but you do well to explain how they interact.
The Algorithm gave me this Vid .
Flat out the best, most concise and easy to digest explanation of how to mod for dmg I have seen so far .
Naturally, +1 sub .
@@headlessfool7050 appreciate it!
Probably the best explanation I have heard of the damage system in this game by far.
As a noob with about 2 months in, this is what I have been needing. I couldn't understand why I wasn't doing enough damage. It took so long to whittle away level 30+ enemies. Now I'm going to watch and take notes and hope to apply what I've learned
Oh my goodness. This is the breakdown that finally helped me understand damage modding! THANK YOU SO MUCH. Definitely got a new sub for this.
Excellent breakdown! Anyone understanding this has a big advantage in the game, HUGE THANKS! im quite new to the game but "to be forewarned is to be forearmed" , so im looking forward to get those fancy mods, someday. ( subscribed for sure )
This actually helped me out so much I've always hated just copy pasting builds and wanted to experiment but didn't know where to start . This vid is like a tutorial we all never had lmao . Plz plz do the same for other mechanics of the game if i can't understand it , Imma just watch you do it
and here I thought i always had to run serration 😅
Same bruh
Still do. Additive or not, I still use serrations and heavy cals
Sometimes is needed, both for QoL ( not stacking galv mods and having great dmg right at the start of a mission ) , or in case of hard focus on DoT , such as slash for example, which are calculated upon your base dmg.
Wow, this was one of the best explanations for damage modding. Keep up the good work man!
Very well explained. Nothing that I really didn't know already, but you put it in such a nice package I had to watch all the way through
Glad you enjoyed it!
I'm a returning player to warframe after a few years and I never understood the modding to this level. This is an awesome video and easy to understand so thank you bro, great work! 👌
Glad I could help!
Damn I keep forgetting adding elemental damage doesn't multiply the modded base damage but is calc'd from it and added onto it instead. Great video! You didn't go into quantization, but tbf you don't need to since in the end the results are pretty similar
Thank you so much for this video, I don't have a whole lot of mods as I've just started the game. But this will help out so much!!!
been playing since 2016 and never fully understood this. thank you!
@@spazziin777 glad it helped!
Imagine playing a game for that long and not understanding basics.
@basedlordprime if something isn't really explained in game it's not that basic my guy
You are the most useful Warframe TH-camr I have come across. Thank you ❤
Bro has a detailed explanation in the damage tnx bro
This vid is amazing, i never approached modding cuz of the scary math and instead just used other people's builds, i probs still will, but now i can understand the builds as well - maybe even modify them a bit, to my taste. Im def subscribing
The wiki in plain English... Five star explanation 👍
Im new to the game and reallt like the game its just a lot to take in at first and this is where im having the most trouble is modding
Excellent explanation!! Got my sub. Will check out the rest of your content.
Great explanation
@@serozraii8333 thanks, hope it helped!
🫡
Best explanation I’ve watched. Concise and to the point. Organized and explained, step-by-step. Well done, and thank you for the effort you put into this.
Liked and subscribed.
@samuelthompson5815 wow thanks! Appreciate it!
Excellent video, liked and subscribed!
Thanks for the sub!
Maybe I'm disclecsic, but words go over my head. Hard to visualize since you go so fast and use terms that are hard to swollow at such a fast pace. But I'm a genius, so I figured out DAMAGE, MULTISHOT, ELEMENT COMBO, CRIT COMBO, ARCANE BOOSTERS.
As if I'm gonna waste a slot with "move 5% faster when aiming" lmao
@@lindablaire5449 Thanks for simplifying this information. Great job honestly. Gonna use this to change some things around.
Right ✅️ on ty. Didn't even know this. New player and buying everything because I think I would get damage from prime weapons-Mod-Warframes. Lol
Great video, thanks
@@stam_ehad thanks, hope it helped!
This is an awesome 👏🏽 video 🎉
can anybody point to more videos that teach how to build weapons this well.
I TOTALLY AGREE AS A VET IN THE GAME YOU DID A GREAT JOB EXPLAINING AND BREAKING DOWN DAMAGE!!!!
Damn these are great videos!
Kengineer better watch out
Good job
Great video bro
I really like your explanation, but the way Galvanized Aptitude works is a bit different I think. It does get added to base damage, but it actually accounts for each multishot per trigger fire. It aligns with how you explained multishot. In one trigger fire where you have 3 multishot and 100% status on a fresh enemy, the first multishot will apply a status effect but gets a 0% dmg bonus. The second multishot will gain 40% dmg bonus and proc another status. The third multishot will then benefit from an 80% dmg bonus in its calculation, and proc a third status that could be the same or different from the previous statuses depending on your element/IPS distribution. And then you get to the second trigger fire lol and keep doing the calculations for each new status from multishots and the previous trigger
Love this, thank you!
How do you calculate mods like weeping wounds or blood rush or incarnon buffs like + _ amount of crit/ chance?
@TheCreatorOfShadows additive in their respective phase. Blood Rush would add its percentage to the same place in the process as sacrificial steel for example. Weeping wounds would be in that same phase, adding its status chance to the status increase from basic status mods or say the new galvanized mod that adds status on melee kill.
Ok, tsym
So in other words don't try and blindly follow random builds you see on say overframe or anywhere else. Well okay you can still follow them like I sometimes use leyzargamingviews for weapon builds but it's also better to change things around for your (the player) style.
Could you possibly do this same thing for frames as well? If you haven't already that is and maybe also go over forma and polarities. I'm a returning player and I found out I had like 180 forma blueprints so after building them all I decided to try and get everything actually built up now. My only problem especially with frames is you have like 10 different people using 10 different builds and all using different polarities. So what exactly is the best one? My other big problem I guess I should add is I tend to play as almost every frame I don't necessarily have a single main, although if I had to pick one or two it'll probably be Equinox Prime and Inaros Prime. Maybe Revenant as well.
Sorry for this going on longer than it should but if it helps I'm at MR18 so close to 19 and I have some primed mods and I think most of the "cursed" mods and 60/60 mods I think so that's something. As for Rivens I have none at all as I keep getting unlucky with them, and I don't wanna play the market for them as they are like 2k platinum and most traders are scammers.
ty for you incredible video explane a lot to me and that’s my english is not very good but i get it all not in spanish the explane all so good 😅and so easy ty for real keep up with your videos i just sub to you i going to support your channel 😅
Thanks!
Very good video!
I'm impressed, first time i understand it
Helped me abit thanks man
Step 1: have good mods and a ton of endo
@billyjoe8185 good thing the video before this in the Playlist is about where to get those mods 😅
Very good content
I am more invested in learning how to properly mod my weapons than learning the latest version of laravel tf hahaha
I HATE maths.. this video was easy to follow. Need I say more
The problem I have with Galvenized Aptitude is that I can never 'get it going' reliably. Getting that first kill for the damage buff is painful, especially if it's an exemus
Good stuff
Frame damage buffers should have been a side note at the end. This was mainly for weapons. Arcanes and Tenacious Bond are constant enough to include. You kinda breezed over the faction mod and what affect it has though. Otherwise good stuff. I dont know if you got another video elsewhere explaining the benefit of having 200-300%+ status chance. But would have been nice if you spelled that out in this one to.
thank you dante sir
You forgot to mention DOT damage double dip on banes and roar netting even more damage which is why slash viral with a bane was spammed
DoT does double dip ? Pls elaborate .
We really need a paper modeling tool, like d2foundry for Destiny
Now the hard part farming endo and mods :,)
@blazin_spliff7016 good thing there's a video on mods on this channel 😉
Oh yeah its big brain time.
Me: plays garuda and simply has built in infinite damage
Does someone know the track id of the first two songs? I really like them
Hi! I'm still questioning about where elementalist mods would go, is it additive? Or is it multiplicative to the statuses? And which phase would that be?
elementalist are in the same phase as faction damage mods such as Banes, but unlike Banes they ONLY multiply the damage of the status damage itself. For example if you have heat damage on your weapon, a bane mod will multiply the heat and base damage on impact to make the status larger, then when the status ticks it will multiply that (thus double dipping). The elementalist mods will only multiply the damage done by the ticks of damage themselves AFTER they have been inflicted BUT they will apply their multiplication AFTER any bane mods. I know that's confusing, but technically it puts them in their own phase after everything, just only applicable to status procs.
The short story here is if you have to choose between a faction mod such as a bane OR an elementalist, the bane will be more damage, but if you have room, the bane AND the elementalist mod will multiply the damage significantly.
Wouldn't in this case be more worth it to drop the critical decel since it takes fire rate and gives puny crit compared to avenger and add back vital sense? You are losing a lot of crit damage for a little more crit chance.
So I have a question, u did the math with like status effects and what not when u had two different affects (viral/heat) why would those go together in damage, wouldn’t it be more like when applying heat it does such and such damage but when applying viral it does this damage? Idk maybe I understood it wrong but it seemed off to me
@darksharkgames264 not sure I'm understanding the question correctly but I'll try to explain and see if that helps.
If I put a 60/60 toxin and a 60/60 cold, they combine as 120% viral damage. If I add a 60/60 heat mod afterwards it adds 60% heat damage. So if after phase 1 my base damage is at say 100, then in phase 2 with the mods listed I would add 120 viral damage and 60 heat damage to the total damage output of the weapon for 280 (100+120+60).
@@hardmerchandise yes but wouldn’t that damage only count when these affects are proced like if u have +120% viral wouldn’t that extra damage only be in affect when u proc viral
@darksharkgames264 ok I understand. It's the opposite. Any element on your weapon does initial damage, that's what is calculated here and why it is grouped in where it is. IF it procs a status effect, then the status effect has its own damage formula for how much damage it does over time (if it is a status like heat or toxin that does damage over time). So in our example, the initial hit would do that 280 damage, and if both viral and heat were to proc, the viral doesn't do damage itself, but the heat proc would have its own calculation for damage (amplified by the viral proc) and that's the numbers you would see as the damage tick every second.
Summarized, every element that has a damaging status will do "initial damage" when the round hits, and then "damage over time" calculated based on that. More on this is in the elements modding video in this series Playlist if you're interested.
Hope that helps!
@@hardmerchandise yep thank you
I’m sorry, I tried watching multiple videos on warframe damage but I still can’t I understand it 😂 it just doesn’t click with me for some reason
@@KL-us1ed same bro, been playing 4 years now and just copy builds straight from yt 😭
Thats exactly the problem, if u buildwithout understanding what ure building ure never gonna learn. I understood modding in a much more organic way that this mathematical way, but my braton build is pretty similar to his build. The way i went abt it was by trial and error, see which configs killed more, see which mods affected my ttk in actual missions and how theyd scale compared to others in longer Steelpath endurance runs to kind of understand what did mods actually do, how huge crits multipliers are not rly what matters in builds and such. Its fun, experiment with your builds and see what works out :)
@@emiliochavez2135exactly, not everyone can understand this stuff. so just try to experiment on your own and test stuff out within your simulacrum! you will learn in your own way visually!
@KL-us1ed I'll try to keep it simple.
Use 1 damage mod. Faction mods means you have to constantly swap so I rather stick to serration.
Build multishot. The normal variant will do until you get the galvanized version, really good. I always build it.
To crit or not to crit is the question. Do you want crit (crit chance 22% or higher?) then build crit chance and critical damage.
With crit we are at 4 mods. I would add viral (toxin+cold) and the galvanized status.
Viral will make your hits bigger when you hit their hp and the galvanized status mod will help us scale a bit.
With 7 mods you have 1 flex pick left. Need crit damage and status? Hammer shot.
Need slash but you got no slash? Hunter munitions
Shotguns can use blaze, also nice.
Galvanized crit chance on headshot could be nice if you are precisely aiming a lot.
Last slot gives a lot of options, just don't use more only damage mods, it is just not worth it.
For arcanes just use primary merciless and you are fine.
Most weapons that don't crit are kinda meh, exceptions are felarx laetum which you want negative crit on. If you don't use the 2 crit mods I usually go with heat. Secondaries like cascadia flare for arcane and shotguns have blaze.
If all else fails, buy the Simaris offering that gives you access to Simulacrum, and experiment around . Like
- weapon w/out any mod :
- now weapon with lets say Serration :
- then weapon with Serration and [whatever you want to try/findout]
etcetcetc on the same NPC spawn .
i get the math part just understanding the element and crit is my problem. i play ivara prime and i have a good courufell build but i cant consistently do red crits like i want to
@mikoto.souh1872 Blood Rush, Gladiator Might, and Sacrificial Steel will make pretty much any melee with over 25% base crit red crit at 12x combo. 220% from Sac Steel (440% on heavy attacks), 480% from Blood Rush, 120% from Gladiator set bonus. To consistently red crit you want to look at options like Arcane Avenger that can bolster that final crit chance even more. Elemental mod multipliers and a base damage ability will round out the phase 1 and phase 2 to make those crits actually do decent damage. I don't remember too much about the Corufell's base stats off hand but that general framework in context of this video is what I'm getting at. Give some phase 1 base damage from somewhere, some elemental multipliers in phase 2, some crit boosting in phase 2, some CD in phase 3, and then find something to go into 4 to amplify all of that. In this case Avenger adding that extra 45% flat crit bonus
@@hardmerchandise it might just be avenger I'm missing cause like mine rn red crits sometimes but not often.
@mikoto.souh1872 well with 480+220+110 you come up to 810%, so that multiplied by 26% base from corufel is 210.6 plus the 26 for 236.6% crit chance on light attacks, a 36.6% chance to red crit and everything else is orange. Avenger would add a flat 45% to that for 81.6% chance to red crit, so significantly more red crits. In theory if you had the space, another gladiator mod somewhere would add another 110% bonus, so another 26% final crit and push you into permanent red crits at 12x combo
@@hardmerchandise oh I use the heavy on it n my crit chance rn on it is 97.3 I'm a try avenger on it n check it out thanks
@@hardmerchandise u must of been talking about arcane animosity cause thats the only really crit one n i have that one on n maxed
Some weapons have different interaction with gun CO, like battacor, do you know about that?
Could a build which only does crit chance and damage be viable or would it need status chane and damage?
@AntonioBlue-SW depends on what you call "viable" really. I don't want to say "no" because you could have weapons that force proc things or build for crit and status and apply the element via something like Nourish or Toxic Lash, but the raw damage output from the multiplicative elements helps scale your weapon damage to be able to down higher level enemies. So even if you aren't building for status, generally speaking you want elements on the weapon to increase the raw damage output, especially since you can use those elements to target the weakness of your enemies such as corrosive damage on grineer.
So while there are exceptions to every rule, generally I would say no, you want elemental mods on there at least, even if you're at a 0% status chance.
Just one question as a returning player.. where do you place the elementalist mods ? Is it phase 2 or 4 ? Or even 1 ?? And is it additive to galvanized aptitude ?
@yoann.d3375 elementalist mods so far have been show to function as phase 4 multipliers on the status damage, as in heat procs or blast procs/explosion but NOT the initial damage hit. So your initial shot does fire damage and faction mods multiply that, then it leaves a heat status and the heat status damage is multiplied first by the faction mod and then THAT result is multiplied by the elementalist mod. So I guess they're something like a phase 4.5 only applicable to status procs.
Galvanized Aptitude is phase 2 for the status chance, phase 1 for the damage bonus it gives. It is additive to things like serration and primary merciless, all three add to the same category of damage.
@@hardmerchandise OHHHH I SEE thank you so much
Do you know of any community made spreadsheets that go over a lot of this stuff or just have general information about modding/builld crafting/weapons etc.?
@luckymec I do not unfortunately. There seems to generally be a lack of information regarding certain things within the game, especially in a document format. I've been trying to find stuff on specifics about armor and resistance scaling by level across enemy types but haven't had any luck on things like a spreadsheet.
It hard to understand when it comes to phase 2 till the end
okay but when should you use roar vs eclipse vs xata's
@dadshirt6681 xata's is completely different than Roar or Eclipse. Xata's creates a separate instance of void damage somewhat similar to Saryn's Toxic Lash. Roar buffs different abilities than Eclipse so that may make a decision for you on its own, and otherwise post eclipse Helminth nerf a "general" rule of thumb is that Roar will almost always be better damage output except on Mirage herself, but that doesn't necessarily mean it does what you want in your build. I know that's a lot of non-specific information, but like many things there are multiple factors involving what you choose as a helminth, and this video is about how to decide and see the actual damage output differences based on the numbers, it doesn't factor in what may or may not be right for your specific build because I have no way to know what you're going for on your build. Video is to show you how YOU can make those decisions.
Hope it helps!
If the mod has minus effect, do we need to compensate it with other mod?
@juanfreddy265 that will depend on personal preference and what the minus effect is. Critical Delay for example that gives -20% fire rate, on something like the Glaxion where you need fire rate? You would need to add something that compensates like Shred, effectively needing 2 mod slots for 200% crit, or decide to use a different crit mod for less crit but no negative so you can fit more mods that do other things. No matter what there will be some decision making specific to the build that YOU ultimately want on your weapon.
I have a question about certain arcane such as cascadia flare and secondary shiver. Do those act as final multipliers or phase 1 multipliers?
Both are phase 1
Can you explain galvanized aptitude cause i dont get the wording, like is it :
1. If the weapon deal 2 unique status effect it get 80% damage overall - like a base damage mod like serration
2. Each unique status effect deals 80% more damage (then is it additive to elementalist mods?)
3. ??
@yoann.d3375 40 percent additional damage per stack per status, with a maximum of 2 per status. So if you have 2 stacks each of viral, heat, and slash on a target and one stack of puncture, galvanized Aptitude will proc 80% three times and 40% one time for a total 280% bonus.
Elementalist mods affect specifically status damage, so they act as a final multiplier on things like heat and toxin status.
@@hardmerchandise Wow this is busted then. That's wort putting it on all my weapons
@yoann.d3375 it really depends on their status chance. If your weapon only has say 5% base status, it's going to be hard to get the status high enough to continually proc those various elements to add to the base damage, especially in the first few shots against the first target. Times like that are where things like serration come into play to get that initial boost to proc Primary Merciless or deadhead etc
@@hardmerchandise true true i forgot that was a thing too 🥲😂
Wait, so Configure A,B and C all add up ? Or you can only use 1 per weapon/warframe? I never understood why they have 3 Configurations.
@@HELMBREAKER47 those are just for multiple loadouts. You could set one to be a loadout for fighting grineer with corrosive, one for fighting corpus with toxin and magnetic, that sort of thing. Each configuration is considered a blank slate
@@hardmerchandise makes sense. Thanks bud.
What determines if a damage multiplier goes into phase 4?
It's a very limited list. Basically faction damage mods and roar multiply the total damage of your weapon, xata's whisper duplicates the total damage of your weapon (but uniquely then gets faction damage applied again), that kind of thing are the final multipliers, then things like puncture procs, Arcane Avenger, Wrathful Advance, and Tenacious Bond add flat amounts to the process. There's probably one or two I'm forgetting, but those are the most common ones for sure. Phase four is just the final touches of the process and thats where everything that ISN'T going to additively stacked and then multiplied goes. They're the mods or effects that do the last step of the damage equation.
Hope that helps!
@hardmerchandise yes, thank you!
The square goes into the square hole and number go up 👍
@crusher5728 the circle goes in... that's right, the square hole!
Why isn't multi shot mods like vigilant armorments more used ?
@shamiekgivens375 for the same reason the straight damage versions of that mod aren't. Vigilant Armaments is additive to Galvanized multishot mods, so it gives you a small boost to a chance for another round, but ultimately the overall DPS of the weapon is generally boosted further by using a mod that's multiplicative of the damage you already have. Multishot is a standard and arguably the most important stat on rivens and to have in general, but mod space is scarce, and you have to decide what will suit your particular build more in that mod slot. I have a few builds I use it on, typically shotguns where the percentage bonus gets more pellets in.
Question, wouldn't mirage be better for the warframe damage bonus? Cuz with 290% strength i can get a 580% dmg bonus
@yellowjacket5143 for weapons? Yes. My choice in Rhino in this video was literally just the first frame I thought of that didn't have any passive that would affect anything
does the bane give 1.33x damage or 1.55x damage because on the mod it says 1.55 but on the final/flat you put 1.33
@ParisTheFirst you are correct. At 10:43 the multiplier should be a total x3.61 rather than x3.39. The process and conclusion remains the same, but you're right for some reason I have the wrong number in there. Thanks for catching that. Now to figure out where I got 1.33 from, that's not even a step on the primed OR regular version 🤔
I think I also see a mistake in the Status. You said we have 200% status and base is 26 so we have 78.... 200% of 26 is 52. How did we get to 78?
@JustOutHereTinkering because it's +200% status with a base of 26. 200% is indeed 52, but then that adds on to the original 26.
26 + (26 x 2) = 78
As there are no conditionals involved, this can also be seen in the paper stats around 8:26
Hope that clarifies!
@@hardmerchandise yep that's where my math went awry!!! Thanks for clarifying. I do feel like my modding needs help so thanks for giving me a good direction to go in!
@@JustOutHereTinkering hey thanks for watching! I honestly thought this video was so niche it was going to get like 100 views, I'm just happy it's helping people learn what they wanted to learn! Happy hunting!
All those pretty 1% drop chance mods. Guess I'll farm some more.
Very well done video
You said fits in the hole
One thing I have to ask, why does your Barton Prime say it has 77 damage on it unloaded but mine is 35? I was going to follow along and mod it this way as best I could to see the math but I’m already seeing less damage and I haven’t touched it xD
@ACertainSage does yours have the incarnon Genesis adaptor on it? As I mentioned mine is installed but unfinished. Unfortunately I'm new to this whole content creation thing and I'm a poor broke Tenno and didn't want to invest a bunch of Forma in a weapon I was never going to use, so I chose the most simplistic one that I had that I still needed to work on to drop a few Forma in 😅
@@hardmerchandise that’s probably why it doesn’t have it installed, my bad I don’t have a clue how I missed that being said. XD Sorry about that.
@@ACertainSage hey just glad I could help clear the confusion! Thanks for watching!
i dont get how the pet mod works, it says it procs when the companion have mora than 50% crit
@rubencondemagar correct. So Vulkax/Vulklok (or however those are spelled) with a critical delay on it for any sentinel puts it at over 50% crit, or Bite at the appropriate level (for example rank 4 on a Panzer Vulpaphyla) will put its crit over 50 and trigger the buff. Just have to make sure the sentinel weapon for sentinels/hounds/moa or the actual pet for vulpaphyla/kavat/predasite/charger/kubrow is over 50. Not all companions and weapons are able to reach it but most are.
"how doees your Braton Prime have 77 base damage? mine only has 35!" answer: his Braton Prime is the Incarnon form of the weapon. so don't panic, he just doesn't mention it explicitly.
People never talk about how to get to 60 space
@anurch9358 rank 30 weapon and a potato 🥔
Bro I want to run & shoot not do math ..
@@EN1GMADZ aww
i felt crit was worthless
@@dixon137 only on low base crit weapons. With 10% crit weapons it is too expensive to mod for it, but with 20-30% crit weapons it is pretty sweet.
Ok so how are we supposed to get millions of damage at this rate?
Also, doesn't this mean any weapon with low elemental damage is trash?
@darkhalocraft4515 Millions of damage from a weapon comes from leaning into what the weapon is already stacked in, using multiplicative mods to increase that damage, and most often combining it with frame abilities, pet abilities, and enemy weaknesses. This video addresses the modding, but overall there are a LOT of calculations in the damage you see floating on screen.
A weapon with say 50% crit needs a +300% crit bonus to be at permanent red crits, which then multiply your damage by your crit damage multiplier significantly more times. It then becomes a balancing act of boosting the damage that gets multiplied and boosting the amount of times it gets multiplied.
To answer the second question - most often you will see far more damage by using phase 2 multipliers such as elemental bonuses. Doesn't mean a weapon is necessarily "trash" as frame abilities, incarnon bonuses etc all still exist, but it won't achieve the same raw power on its own
OR just try to find an old copy of the game online when mods weren't a thing and the game played better and wasnt meant for druged up zoomers
I really like your explanation, but the way Galvanized Aptitude works is a bit different I think. It does get added to base damage, but it actually accounts for each multishot per trigger fire. It aligns with how you explained multishot. In one trigger fire where you have 3 multishot and 100% status on a fresh enemy, the first multishot will apply a status effect but gets a 0% dmg bonus. The second multishot will gain 40% dmg bonus and proc another status. The third multishot will then benefit from an 80% dmg bonus in its calculation, and proc a third status that could be the same or different from the previous statuses depending on your element/IPS distribution. And then you get to the second trigger fire lol and keep doing the calculations for each new status from multishots and the previous trigger
@villain027 you're correct on how it functions, I'm just not sure where you believe I said anything to the contrary? Multishot applies sequentially in the case of Aptitude, but we did not do any math involving multishot, just touched on the basis of how it functions. The base damage would also only change depending on WHAT status was applied each shot. For example with a multishot of 3, if we applied 3 different status effects with each round, after 2 or 3 trigger pulls our damage is Capped at +400% from Aptitude (2 stacks, 5 status types, 80x5). All damage calculated was based on full stacks as was stated. I did make the error of not applying Aptitude fully in the math, and that is noted in the pinned comment.
Hope that clarifies!